A Whisperling scout moving silently through shadows

Silently padding through hollow walls and dusty attics, Whisperlings are the secretive listeners and lore-keepers of the small folk. They earned their name because they always seem to know the house's secrets — catching murmurs through vents, learning human routines, trading in rumours with other small folk.

Physically, whisperlings are slight, pale or grey-skinned with large light-sensitive eyes adapted to darkness. They dress in mottled tones of cobweb, cloth scrap and ink, helping them blend into shadows. Culturally, they are cautious and clever: a Whisperling community might live behind the walls of an old house library, holding whispered council by candlelight and venturing out only when the floorboards cease creaking above.

Of all small folk, whisperlings have the strongest taboo about being seen — they treat it almost as a sin, training their young to freeze at the slightest hint of human gaze. In compensation, they are generous with information and warnings, often sending messengers in secret to help others avoid danger (for a price or favour, of course).


Racial traits

Whisperling — Racial Traits

Hit Died6
Key AttributesDEX, INT
SizeTiny (~1–2 inches)

Shadowmeld — When in dim light or darkness and not under direct human observation, a Whisperling gains a +1 Boon on stealth checks by default. Their very skin and hair seem to dim and blur into the background.

Keen Eavesdropper — Their large ears and attunement to vibrations grant them a +1 Boon on listening tests. A Whisperling can hear conversations through walls if within a few inches of them.

Frail Frame — Physically less robust, Whisperlings suffer a Bane on saves against strong winds or being carried off by larger creatures — they're light enough that even a housecat's pounce can send them tumbling. However, their reflexes are sharp, granting them a Boon on DEX saves to avoid traps or falling objects.


Roles

Whisperlings have two primary callings: the Echo-Walker and the Shadow-Teller.


Echo-Walker

The scout, infiltrator, and master of sonic trickery.

Echo-Walkers pad silently through the voids between walls, acting as spies and messengers between small folk enclaves. They earned the title because they not only move quietly, but can walk echoes — imitating and throwing sounds to mislead or distract foes.

Mechanically, the Echo-Walker is a rogue or ranger at micro-scale, excelling at sneaking and confusing enemies. They rely on DEX for agility and INT for clever tactics, and often impose Distracted or Vulnerable conditions on targets by cunning maneuvers.

Echo-Walker — Class Stats

Attack Died6
Primary StatsDEX, INT
ArmourLight

Class features (Levels 1–10)

  • Level 1
    Silent Step & Echo Imitation

    You can move your full speed while Stealthing without penalty. Muffled Step (Passive): You ignore movement-related Banes on stealth. Throw Voice (Action, 1/turn): Create a minor sound at a location within 6 spaces. Enemies must make an INT save or treat the sound as real — granting you or an ally a Boon on your next stealth or deception roll against those enemies.

  • Level 2
    Cat's Eyes

    You gain low-light vision; darkness imposes no Bane on your perception within short range. You also gain proficiency in Assess. When you Assess an enemy, you learn one of its weaknesses or vulnerabilities (if any).

  • Level 3
    Echo Phantom (Action, 1/encounter)

    You create an illusory double or noise phantasm. Choose one target within 8 spaces that can hear. They must pass a WIL save or gain the Distracted condition (loses 1 action on their next turn; attackers gain a Boon until then).

  • Level 4
    Attribute Improvement

    Increase DEX or INT by +1. Your Boon rating for stealth checks also increases by +1.

  • Level 5
    Whisper in the Dark

    You and allies you train can communicate in a secret code of taps and whispers that travels along walls or pipes. As long as you're in the same structure, you can send short messages to any other Echo-Walker or Whisperling who knows the code. Once per day you can cast a minor invisibility charm on yourself lasting one minute or until you attack — it breaks immediately if a human looks directly at you.

  • Level 6
    Shadow Skirmisher

    You have advantage on Initiative rolls in dim light or darkness (start combat with an extra action ⚡ if you succeed on a DEX test in an ambush). When you attack an enemy who hasn't detected you or who is Distracted, your attack deals +1d6 extra damage.

  • Level 7
    Echo-Step (Action, 1/Safe Rest)

    You harness magic to momentarily become sound and shadow. Teleport up to 5 spaces to a location you can see, as long as both start and end points are in darkness or cover. After using Echo-Step, you gain a Haste effect for one round (one extra action ⚡ used for movement or Assess only).

  • Level 8
    Attribute Improvement

    Increase DEX or INT by +1. Your Throw Voice can now maintain two separate illusory sounds at once, and can affect two targets in a round.

  • Level 9
    Cloak of Whispers

    A magical cloak woven from spider silk grants constant Camouflage: observers must succeed an INT check with a Bane to notice you while you're still in a shadowy environment. Once per day (Action), cast Silence on yourself for up to 3 rounds — you make no noise and neither do your actions.

  • Level 10
    Master of Murmurs

    Permanent Boon on all perception checks involving sound or tremors. Once per day (Action): Resonant Mirage — create an elaborate illusory soundscape affecting up to a medium room, lasting up to 1 minute. Can simulate conversations, rushing small folk, or frightening sounds. Enemies can make an INT save to see through it, but do so at disadvantage if they only heard the sound.


Shadow-Teller

The storyteller, lore-keeper, and bard of the hidden world.

Shadow-Tellers are the keepers of small folk history, weaving tales from the darkness to inspire, protect, and enchant. Where Echo-Walkers use stealth for survival, Shadow-Tellers use story — they know that a well-told tale can calm a frightened ally, charm a suspicious enemy, or reveal a truth hidden for generations.

Mechanically, the Shadow-Teller is a support and control class, relying on WIL for social influence and INT for lore. They buff allies, charm enemies, and manipulate the narrative of encounters.

Shadow-Teller — Class Stats

Attack Died6
Primary StatsWIL, INT
ArmourLight

Class features (Levels 1–10)

  • Level 1
    Tales of Old & Ghostly Whispers

    You know small folk folktales and a smattering of "words of power" — spoken phrases that carry minor magical weight. Once per encounter, reciting a relevant tale grants one ally a +1 Boon on their next roll. You also have an innate Boon on WIL-based social tests against other small folk who share your cultural heritage.

  • Level 2
    Hearth Light

    You carry a tiny lantern or candle imbued with protective magic. While it's lit and on your person, you and nearby allies within 2 spaces gain a +1 Boon on WIL saves against fear and despair. As an action you can dim it to a faint glow that only small folk can see.

  • Level 3
    Shadow Play (Action, 1/encounter)

    You perform an enchanted storytelling using shadows cast on a surface. Choose up to three creatures who can see the shadow display. Each must make a WIL save or become Enthralled (they cannot take aggressive actions toward you or your allies this round, and may offer information if approached). The effect ends if any ally attacks them.

  • Level 4
    Attribute Improvement

    Increase WIL or INT by +1. Additionally, choose one of: (a) your voice can carry a calming or frightening tone as a free action once per scene, or (b) you learn to read the emotional resonance of places — you can sense the strongest emotion that occurred in a room in the past day.

  • Level 5
    Lullaby of the Crickets (Action, 1/day)

    You sing a gentle, hypnotic lullaby. All creatures within 6 spaces who can hear must make a WIL save. On failure, non-hostile creatures fall into a light sleep for up to 10 minutes; hostile creatures are Dazed (−1 action) for 1 round. The lullaby ends immediately if anyone makes noise or attacks.

  • Level 6
    Binding Words (Action)

    Your voice carries magical authority. Choose one creature within 6 spaces that can understand you. They must make a WIL save or be Compelled to follow one simple instruction (no more than a sentence, nothing suicidal). Effect lasts until they complete the instruction or take damage.

  • Level 7
    Umbral Covenant

    You have made a pact with the shadows themselves. Once per day, you can enter a shadow and emerge from any other shadow within 20 spaces (as if teleporting). While inside a shadow, you are immune to mundane detection for up to 1 minute. You also gain a permanent Boon on all WIL saves.

  • Level 8
    Attribute Improvement

    Increase WIL or INT by +1. Additionally, your Binding Words can now affect two targets simultaneously.

  • Level 9
    Sanctuary of Story (Passive)

    When you begin a Safe Rest and spend 10 minutes telling a calming tale or soothing song, all heroes present heal an additional 1 Wound (in addition to the standard 1 Wound from the Safe Rest). This benefit applies once per Safe Rest.

  • Level 10
    Master Shadow-Teller

    Your words can reshape reality in the hidden world. Once per session you can declare a True Tale — a statement about a fact in the hidden world. If it could plausibly be true, it becomes true within the scope of your current location (a secret door exists; a creature hesitates; a danger is averted). The GM has final say on scope, but should lean toward granting it for narrative richness.